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Tomb of the Boom 1 ⟳2

Tomb of the Boom 1

Magnetises the iron in its target: 100% damage, then poison for 50% damage per turn and -20% speed, both for 2 turns.

HP
410
ATK
67
ARM
100
SPD
3
CRT
1

SR stand from Jojo's Bizarre Adventures

Tomb of the Boom 1

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Ability

Magnetises the iron in its target: 100% damage, then poison for 50% damage per turn and -20% speed, both for 2 turns.

Charges in 2 turns.

⚔️ Damage type ▲ Strong vs ❤️ Health +50% ▼ Weak vs 🛡️ Armor −50% Type wheel

✦ Passive Magnetism: Enemies it hits lose 15% armor for 2 turns.

⚔️ Scales with Damage · a Attack type power it up

Type wheel: Damage beats Health, Health beats Speed, Speed beats Armor, Armor beats Damage. Luck is neutral. ⚔️Damage ❤️Health 💨Speed 🛡️Armor 🍀Luck
Each arrow points from a type to the type it beats: +50% damage in PvE, +15% in duels, and the same cut the other way. Luck, in the middle, has no edge and no weakness.

How to read it: “120% damage” is a hit worth 120% of this stand's damage, reduced by armor and able to crit or be dodged, unless it ignores armor. True damage skips armor and dodges. “Its target” is the enemy it attacked this turn. Effects last the affected stand's own turns; damage over time ticks once per turn. “For good” lasts the whole fight, up to +100% of the starting stat.

Terrain & synergy

Base stats

EDCBA C POWER B SPEED D DURABILITY B SPECIAL C SYNERGY D POTENTIAL
Health410
Damage67
Armor100
Speed3
Critical chance1 %

Levels, awakenings, items, types and qualities all raise these numbers. The parameter grades (A best, E worst) compare this stand's base stats with every other stand's, and don't change with levels.

Found on: Part - 7 (back Wed Nov 04), Evolution (back Wed Nov 04), Hitmen (back Thu Nov 05), Time & Space (back Fri Nov 06)

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Chargement